using System;
using UnityEngine;

namespace IQIGame.Onigao.GamePlay
{
    public enum EntityDynamicParamType
    {
        None = 0,
        /// <summary>
        /// 巡逻路径
        /// </summary>
        PatrolPath = 1,
        /// <summary>
        /// 矩形触发范围
        /// </summary>
        TriggerRect = 2,
        /// <summary>
        /// 高台，台阶
        /// </summary>
        [Tooltip("跳台")]
        Ledge = 3,
        /// <summary>
        /// 电梯
        /// </summary>
        [Tooltip("电梯")]
        Elevator = 4,
        /// <summary>
        /// 电梯门
        /// </summary>
        [Obsolete]
        ElevatorDoor = 5,
        /// <summary>
        /// 可变化状态（通常用于陷阱）
        /// </summary>
        [Tooltip("陷阱")]
        EntitySwitchState = 6,
        /// <summary>
        /// 可进入的房间
        /// </summary>
        [Tooltip("房子")]
        House = 7,
        /// <summary>
        /// 策划自定义区域
        /// </summary>
        [Tooltip("区域")]
        Area = 8,
        /// <summary>
        /// 存档点
        /// </summary>
        CheckPoint = 9,
        /// <summary>
        /// 任务列表
        /// </summary>
        QuestList = 10,
        /// <summary>
        /// 默认挂载特效
        /// </summary>
        BindEffect = 11,
        /// <summary>
        /// 默认对话
        /// </summary>
        StoryDialog = 12,
        /// <summary>
        /// 音效
        /// </summary>
        Audio = 13,
    }

    public class EntityDynamicParamTypeUtil
    {
        public static readonly int EnumLength = System.Enum.GetValues(typeof(EntityDynamicParamType)).Length;
    }
}
